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skykooler

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Everything posted by skykooler

  1. I am using Kethane 0.4; the "next version" I am referring to is 0.6. 0.5 just got released yesterday, and I will try and fix compatibility with 0.5 parts.
  2. The "next version of Kethane" will be 0.6. I will try and get my code 0.5 compatible.
  3. That's what Orbital Construction does. Extraplanetary Launchpads does not combine resources; you still have to have fuel, monopropellant etc. on hand to build stuff.
  4. If you want to use the stock Kethane (0.5), you can delete my kethane.dll, and the launchpads will still work; you just won't be able to mine ore.
  5. Hmm...basically what OC would need to integrate would be to use the resource "RocketParts" instead of "SpareParts".
  6. 0.20 seems to have broken most of my textures. Let me see if I can fix this. This is using code from Kethane 0.4 until the next release of Kethane comes out. It may not work with the parts from Kethane 0.5. Unfortunately as far as I can tell .mu files are not editable. As for the other launchpad models, they look awesome! My models were made as placeholders (well, except the rocket workshop which I'd built for a previous project); if you send them to me I'd much prefer to include them in the pack. I included a little fold-out runway. The reason it's so small is that the only way I could figure out for something to be realistic and end up very long is to make it very thin, and thin parts seem to have a bad habit of sliding into the ground and disappearing.
  7. Err, weird. I didn't check the appearance of models after switching to 0.20 and it seems that those two bins are mostly invisible, and the textures are gone frlom the launchpad...Let me investigate this. This is not compatible with stock Kethane of any version; it contains a modified version of Kethane 0.4. This is only temporary until the next version of Kethane is released. When you load a craft it is loaded with a velocity of 0.0 m/s relative to the surface. This means that, unless you are in a geostationary orbit, if you try to load a ship in orbit it will have a high velocity relative to the launchpad and they will collide and blow everything up. I'd suggest just launching from a low-gravity moon instead. This is to allow for surface attachment of things. You can't attach to an animated part (if you try to put something on the outside of the folded wings, it will collide when you try to open it). Damned Robotics solves this by rebuilding the entire rocket during animation; I didn't want to have to code that into my plugin, so I made just the one side animate. I may change that for the next version.
  8. Version 1.0 has been released! This thread will be the development thread, the other one is for the actual releases. If you find bugs, please report them here.
  9. This mod is now being maintained by taniwha. See the new thread for information. Content preserved for posterity: You've flown to other planets, and started a colony on, say, Duna. You've even made the base self-sustaining - via Kethane, perhaps - and then one day you come in a little too fast for the landing and break your lander. What to do? Or, perhaps you have a new vehicle you want to launch from your Tylo colony, but don't want to wait seven months for a transfer window. The answer to both these problems has, so far, been either to send a new rocket up from Kerbin (and in the latter case, just wait) or to use an unrealistic plugin like Hyperedit. But what if you could set up another Space Center at your colony and build the ships there? Extraplanetary Space Centers is here to allow that! With this mod, you can build your ships at your colonies - never even having to visit the Kerbin launch pad! If you have Kethane v0.7 or later installed, this provides parts and configurations to allow you to mine ore to make metal out of, from which you can create RocketParts. Note that not all planets have the same amount of ore. I based the distribution off of the information about the planets' composition on the wiki. Screenshots from v2: The mod can be downloaded from here. Edit: Use taniwha's v3.3 release for now. This mod is distributed under the GPLv3. If you find bugs, please report them in the development thread.
  10. Update everyone: The launching code is now 0.20-compatible (in fact, it works better in 0.20 than it did in 0.19, because Squad fixed whatever was causing the staging to be lost). Majiir gave me permission to release a dev version of the modified Kethane plugin; this is only temporary because he is planning on allowing this with the stock Kethane. So, if everything goes well, I should be able to release it this evening.
  11. Now that the new docking ports and extra-large probe cores are here, I just stick one of those at the top of my circlarization stage, and make sure I have at least 8 units of fuel left to make a re-entry.
  12. I would like Laythe...but I get a terribly slow framerate there, much slower than even on Kerbin, which makes it practically unplayable. So, my vote goes to Pol.
  13. Well, so it seems that notifications to thread replies weren't turned on. Sorry I haven't answered anything in a while. Majiir hasn't got back to me yet about Kethane, so I will release the "debug" version instead. Right now I'm just fixing a few things that were broken by 0.20 first.
  14. Something else to consider is that Mars's atmosphere is quite dusty, while Duna's isn't (yet, at least.)
  15. I've found that if I switch to a ship with the new engine on it with the ]/[ keys, it explodes. Hopefully this will be fixed soon.
  16. Jool's gravity is so low because it's radius is so big. There's a similar pattern among the gas giants in our own solar system; the gravity on Saturn, for example, is only 108% of Earth's, and the gravity on Uranus is even lower, at 96% of Earth's.
  17. Not sure this is possible. An Eve ascent is hard enough, and Jool has ten times the gravity.
  18. Please note that it is really easy to stop rotation even without SAS - you just need to warp up to 5x and back down. I suggest you add a rule that you must not be rotating before warping.
  19. I am now really curious as to what hardware the OP has such that it takes over twenty minutes to load...but then is still good enough to make the game playable. I feel like that combination should be impossible, unless you've installed the game to a network hard drive or something.
  20. If this is about cost...why not use the actual cost of parts in the VAB as a scoring method?
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